void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) = BlitBitmap;
static int show_flash_count = 0;
boolean show_flash = FALSE;
void (*blit_bitmap)(Bitmap *, Bitmap *, int, int, int, int, int, int) = BlitBitmap;
static int show_flash_count = 0;
boolean show_flash = FALSE;
/* here we draw all cells to be redrawn. we do not take scrolling area into
consideration - sdl will do the clipping. */
/* here we draw all cells to be redrawn. we do not take scrolling area into
consideration - sdl will do the clipping. */
/* get cave field position the game element is moving from */
int dx = (dir == GD_MV_LEFT ? +1 : dir == GD_MV_RIGHT ? -1 : 0);
int dy = (dir == GD_MV_UP ? +1 : dir == GD_MV_DOWN ? -1 : 0);
/* get cave field position the game element is moving from */
int dx = (dir == GD_MV_LEFT ? +1 : dir == GD_MV_RIGHT ? -1 : 0);
int dy = (dir == GD_MV_UP ? +1 : dir == GD_MV_DOWN ? -1 : 0);
- int old_x = game->cave->getx(game->cave, x + dx, y + dy);
- int old_y = game->cave->gety(game->cave, x + dx, y + dy);
+ int old_x = cave->getx(cave, x + dx, y + dy);
+ int old_y = cave->gety(cave, x + dx, y + dy);
- if (old_x >= game->cave->x1 &&
- old_x <= game->cave->x2 &&
- old_y >= game->cave->y1 &&
- old_y <= game->cave->y2)
+ if (old_x >= cave->x1 &&
+ old_x <= cave->x2 &&
+ old_y >= cave->y1 &&
+ old_y <= cave->y2)